鳍纹理实时绘画美学

Nicolas Imhof, Antoine Milliez, Flurina Jenal, René Bauer, M. Gross, R. Sumner
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引用次数: 3

摘要

提出了一种新的视频游戏实时程式化渲染方法。在绘画角色创作和渲染方面的最新进展允许艺术家创建由3D几何图形以及嵌入几何图形及其周围的3D绘画笔触表示的角色。生成的3D绘画使用专用的离线渲染算法在屏幕空间中渲染,以实现独特的绘画风格。虽然为离线呈现提供了新颖的样式,但现有的技术并不支持实时应用程序。在本文中,我们提出了一种以电子游戏中的角色动画为重点的交互式渲染这些复杂的3D绘画的方法。在观察到表面外的油漆笔画可以被解释为3D网格附近的体积数据后,我们回顾了现有的体积纹理技术,并表明它们不适合油漆笔画,这可能是稀疏的,并且具有应该保留的重要结构。我们提出了一种基于鳍纹理的方法,其中网格边缘在表面上正交扩展并纹理化以复制自定义离线渲染方法的结果。我们的算法使用逐像素法向计算,以便沿边界视图渐变鳍纹理。我们的结果展示了使用商品游戏引擎的实时性能,同时保持了与离线方法相当的绘画风格。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fin textures for real-time painterly aesthetics
We present a novel method for real-time stylized rendering in video games. Recent advances in painterly character authoring and rendering allow artists to create characters represented by 3D geometry as well as 3D paint strokes embedded on and around that geometry. The resulting 3D paintings are rendered in screen space using special-purpose offline rendering algorithms to achieve a unique painterly style. While providing novel styles for offline rendering, existing techniques do not support real-time applications. In this paper, we propose a method to interactively render these complex 3D paintings with a focus on character animation in video games. After observing that off-surface paint strokes can be interpreted as volumetric data in the proximity of 3D meshes, we review existing volumetric texture techniques and show that they are not adapted to paint strokes, which can be sparse and have a significant structure that should be preserved. We propose a method based on fin textures in which mesh edges are extended orthogonally off the surface and textured to replicate the results of the custom offline rendering method. Our algorithm uses a per-pixel normal calculation in order to fade in fin textures along boundary views. Our results demonstrate real-time performance using a commodity game engine while maintaining a painterly style comparable to offline methods.
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